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18 changes: 5 additions & 13 deletions addons/ofxAssimp/src/Source/ofxAssimpSrcScene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -102,15 +102,14 @@ bool SrcScene::load( const ImportSettings& asettings ) {
}

unsigned int SrcScene::initImportProperties(int assimpOptimizeFlags, const ImportSettings& asettings ) {
// store.reset(aiCreatePropertyStore(), aiReleasePropertyStore);

// only ever give us triangles.
// aiSetImportPropertyInteger(store.get(), AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT );
// aiSetImportPropertyInteger(store.get(), AI_CONFIG_PP_PTV_NORMALIZE, true);

// only ever give us triangles; newer c++ api
importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT );
importer.SetPropertyBool(AI_CONFIG_PP_PTV_NORMALIZE, true);
// when preserve fbx pivots is true, assimp splits pivots out into multiple, one for transform, rotation, etc.
// this causes incorrect parsing and transforms.
// we just want a single bone without extra added nodes.
// this is apparent in FBX Mixamo models, among others.
importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);

unsigned int flags = assimpOptimizeFlags;

Expand Down Expand Up @@ -161,9 +160,6 @@ unsigned int SrcScene::initImportProperties(int assimpOptimizeFlags, const Impor
//-------------------------------------------
void SrcScene::optimizeScene(){
if( scene ) {
// aiApplyPostProcessing(scene.get(),aiProcess_ImproveCacheLocality | aiProcess_OptimizeGraph |
// aiProcess_OptimizeMeshes | aiProcess_JoinIdenticalVertices |
// aiProcess_RemoveRedundantMaterials);
importer.ApplyPostProcessing(aiProcess_ImproveCacheLocality | aiProcess_OptimizeGraph |
aiProcess_OptimizeMeshes | aiProcess_JoinIdenticalVertices |
aiProcess_RemoveRedundantMaterials);
Expand Down Expand Up @@ -191,10 +187,6 @@ void SrcScene::clear(){
bool SrcScene::processScene(const ImportSettings& asettings) {
mSettings = asettings;

// ofLogNotice( "PRINTING ALL SCENE NODES" );
// printAllNodeNames( scene->mRootNode, 0 );
// ofLogNotice( "DONE PRINTING ALL SCENE NODES" ) << std::endl << std::endl;

if(scene){
processNodes();
processAnimations();
Expand Down
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